public static void Main() { TextureLoader.LoadTextures(); var map = MapLoader.LoadMap("Default"); var pacman = new Pacman(map, new Position(1, 1)); RenderWindowEventHandler.RegisterHandlers(Window, pacman); while (Window.IsOpen) { Window.Clear(); Window.DispatchEvents(); foreach (var tile in map) { tile.Draw(Window, default); } pacman.Move(); pacman.Draw(Window, default); Window.Display(); } }
public void Draw() { _GameWindow.Clear(Color.Black); // clear window with black _Gameboard.DrawMaze(); // draws maze jpeg to screen _Gameboard.DrawBoard(); // creates maze and pivot visual representations for testing _Pacman.Draw(); // draw pacman foreach (Ghost g in _Ghosts) { g.Draw(); } UpdateHUD(); _GameWindow.Refresh(60); // refresh screen }
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); GraphicsDevice.DepthStencilState = new DepthStencilState(); GraphicsDevice.Clear(background); if (currentScene == scenes["Play"]) { foreach (Camera camera in cameras) { effect.Parameters["NormalMap"].SetValue(terrain.NormalMap); effect.Parameters["World"].SetValue(terrain.Transform.World); effect.Parameters["View"].SetValue(camera.View); effect.Parameters["Projection"].SetValue(camera.Projection); effect.Parameters["CameraPosition"].SetValue(camera.Transform.Position); effect.Parameters["LightPosition"].SetValue(light.Transform.Position); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); terrain.Draw(); } pacman.Draw(); Inky.Draw(); Blinky.Draw(); Pinky.Draw(); Clyde.Draw(); powerUp.Draw(); } spriteBatch.Begin(); spriteBatch.DrawString(font, "# of Hits: " + hits, new Vector2(100, 50), Color.White); spriteBatch.DrawString(font, "Time left: " + Time.TotalGameTime, new Vector2(100, 70), Color.White); spriteBatch.DrawString(font, "WASD to move", new Vector2(100, 90), Color.White); spriteBatch.End(); } currentScene.Draw(); base.Draw(gameTime); }